Posts in Design (20 found)
Unsung 2 days ago

Sets of overlapping circles

This is a design joke that always makes me laugh: = 2x) and (width >= 700px)" srcset="https://unsung.aresluna.org/_media/sets-of-overlapping-circles/1.2096w.avif" type="image/avif"> = 3x) or (width >= 700px)" srcset="https://unsung.aresluna.org/_media/sets-of-overlapping-circles/1.1600w.avif" type="image/avif"> This was made by… someone, a while back, I believe in response to the Twitter logo redesign of 2012, which showed the new logomark as composed of exclusively circles: = 2x) and (width >= 700px)" srcset="https://unsung.aresluna.org/_media/sets-of-overlapping-circles/2.2096w.avif" type="image/avif"> = 3x) or (width >= 700px)" srcset="https://unsung.aresluna.org/_media/sets-of-overlapping-circles/2.1600w.avif" type="image/avif"> Now, to be clear: that Twitter logo redesign was gorgeous, and I do not particularly care if it was designed out of circles or whatever else. I don’t even think its announcement was presented in a overly pretentious way – it was nowhere near the 2008 bloviating Pepsi redesign or the rank amateurism of Yahoo’s new 2013 logo . It’s just… design can be so pretentious and up its own golden-ratioed ass, and I can’t help but love anything piercing that bubble. (In my perfect, naïve world, Doug Bowman – the designer behind the logo – also finds the joke hilarious!) Also, I feel like design is just not… funny, all that often. Quick, think of any product design joke. See what I mean? I can’t, either. My favourite graphic design joke is “if it’s big and ugly, it’s not big enough.” (You know, it’s funny because it’s sad.)

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Kev Quirk 2 days ago

📝 2026-07-13 23:22: Every time I look at Sven's blog I get jealous. I loved his previous design...

Every time I look at Sven's blog I get jealous. I loved his previous design so much I copied it (with his permission). His new design is so fun and it's making me want to make mine more fun (no copying this time though). I'm just not sure I have the time at the moment. 🤔 https://svbck.blog/ Thanks for reading this post via RSS. RSS is ace, and so are you. ❤️ You can reply to this post by email , or leave a comment .

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Unsung 3 days ago

More absolutely strange Google shortcuts

I’m endlessly confounded (as a user) and fascinated (as a designer) when it comes the shortcut conventions in Google’s professional web apps. They seem… bad, but bad in a strange, inexplicable, enthralling way. Previously , we encountered this: = 2x) and (width >= 700px)" srcset="https://unsung.aresluna.org/_media/more-absolutely-strange-google-shortcuts/1.2096w.avif" type="image/avif"> = 3x) or (width >= 700px)" srcset="https://unsung.aresluna.org/_media/more-absolutely-strange-google-shortcuts/1.1600w.avif" type="image/avif"> The lessons there were, primarily: don’t… do this, and also maybe don’t show it like this. Today’s entrant, from Google Drive, offers a different lesson: = 2x) and (width >= 700px)" srcset="https://unsung.aresluna.org/_media/more-absolutely-strange-google-shortcuts/2.2096w.avif" type="image/avif"> = 3x) or (width >= 700px)" srcset="https://unsung.aresluna.org/_media/more-absolutely-strange-google-shortcuts/2.1600w.avif" type="image/avif"> Immediately, I have so many questions. Why a sequenced shortcut instead of something simpler, in a space where there aren’t that many shortcuts? Why Control of all things? On a Mac? Why is it so different than Google Docs in every way – don’t you all talk to each other? And why not a proper typographical symbol for Control (^ is not ⌃)? But there is also a mechanical lesson here. I’d encourage you to actually press any of these three shortcuts, and watch your fingers doing that. I bet you will observe one of two ways: Turns out, people are messy when it comes to modifier keys. That messiness was even encouraged from the very first day we breathed life into the very first modifier key. Most of 20th century typewriters had a full stop and a comma on both shifted and unshifted positions – pressing Shift was heavy early on, and this helped when punctuating all-caps sentences or preparing for a capital letter starting the next sentence. (Also, Shift Lock wasn’t as smart as Caps Lock is.) = 2x) and (width >= 700px)" srcset="https://unsung.aresluna.org/_media/more-absolutely-strange-google-shortcuts/3.2096w.avif" type="image/avif"> = 3x) or (width >= 700px)" srcset="https://unsung.aresluna.org/_media/more-absolutely-strange-google-shortcuts/3.1600w.avif" type="image/avif"> But even without that encouragement there are still two legitimately valid ways to understand “^C then F” – you release ⌃ before the second key, or after – but Google Drive only listens to the first one. Couple this with giving you zero feedback after ⌃C, and I won’t be surprised if many people try this sequence once, and give up assuming it’s just not working. So, it feels it’d be good to think about being extra forgiving here, the same way it’s good to think about “coyote time.” As always, please let me know if you see the method in this alleged madness . After all, the goal for this blog is not to blindly ridicule things, but to learn together through thick and thin. #google #keyboard ⌃ down, C down, C up, ⌃ up, F down, F up ⌃ down, C down, C up, F down, F up, ⌃ up

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Jim Nielsen 4 days ago

What’s an Icon in 2026?

As icons continue to change across Apple’s platforms, I have thoughts. They mainly revolve around two perspectives: Let’s see if I can articulate my thoughts. In “Create icons with Icon Composer” from WWDC 2025, Lyan Bewry from Apple’s Design Team gives the rationale for why developers should use Apple’s new Icon Composer: Icon design is moving from a past of simply static images, to a future of expressive, multi-layered artworks that respond to user input and adapt between appearances. They’ve become a much richer and more integrated experience on-device. Catch that? Icons are moving from a “static” past to an “expressive, multi-layered […] much richer” future. You may have noticed this in some of Apple’s latest OS releases, how lighting effects, customizations, etc., can all affect what an icon looks like at any given moment within the operating system. So what are these files made by Icon Composer? In the Accidental Tech Podcast episode 699 “Not the Correct Squircle” John Siracusa talks about some of the technical details and differences between app icons in macOS 26 (Tahoe) and 27 (Golden Gate): These files, this format that Apple came up with, it’s a bunch of resources and a recipe. So it’s like bitmaps, vector images, layers, recipes and effects. That’s what it is. And these icons are assembled on the fly by the operating system. It doesn’t burn up bitmaps of them. I take your ingredients, I assembled them, I composite them, I apply your layer effects, and then eventually it renders a bitmap that it keeps in memory somewhere. Who is thinking about backwards compatibility in their icons? Tahoe’s effects are different than 27’s effects […] And also, 27 has effects that 26 doesn’t support. And 26 won't even read the files from 27, which makes everything complicated. Complicated indeed. As noted, the days of a single, static image for icons are over. An app icon is no longer a PNG file. It’s a bit of a Schrödinger’s icon if you will. There’s no longer a universal answer for “What does your app icon look like?” An icon is simultaneously light, dark, glass, tinted, etc.. Only once it is “observed” — that is rendered at runtime on a device with settings applied (user preferences, device angle, etc.) — can you really know what it looks like. An icon now has a runtime. I don’t know. Icons are effective because of their ability to be quickly recognizable and memorable. Visual simplicity and consistency support that. Making something more “expressive” and “richer”, to me, means conveying more. But icons are meant, to a degree, to convey less. Only the essential. That’s what makes them effective. There’s definitely a point where, the more they convey, the less effective they are at their purpose. The more you move away from a singular, visual representation, the more room there is for confusion and greater cognitive effort for discernment. Take, for example, Apple’s Phone app. What’s the icon for it? Can you picture it in your head? It’s a green icon with a white phone glyph. That’s what it was in the original iPhone keynote (and it’s what the Phone app will always be to me). Iconic! But wait! Now it’s also a black icon with a green phone glyph if you’re in dark mode. And there’s more! It’s a clear glass icon with a phone glyph if you’re in clear mode. And! It’s [insert color here] with a phone glyph if you’ve tinted it. Consistent color is a strong ingredient in aiding memorability and recognizability. Look at Coke: Simplicity matters. It aids recognizability and memorability. If you start making it more complicated and more varied, you lose what made it simple, recognizable, and memorable to begin with. And what are app icons but visual tools for immediate recognizability? Anyway, now that app icons have a runtime and will increasingly vary in their appearance, I’m not sure how to archive them anymore. This story is still developing… Reply via: Email · Mastodon · Bluesky What I think of icons as a long-time user of Apple’s platforms. What I think of icons as a digital collector and physical archivist of icons. Red can? Coke Black can? Coke Zero Silver can? Diet Coke

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Playtank 4 days ago

Game Design Stages Part 1: Ideation

Part 1 of 6 on the six stages of game design . Back in 2021, I tried to formulate the six stages of game design as I’d observed them. Aspirational more than definitive: I was hoping to solve observable problems through structure. The stages are: The crucial bit of added texture is linearity : once you pass Commitment, you can’t go back to ideation or exploration until your next project. The reason is that I’ve seen so many projects get delayed, made complicated, or even cancelled because designers would simply never stop ideating. Even with a fraction of the schedule remaining, a new idea or a new “what if?” could flop onto the schedule like a severed limb, bleeding on everything from art production to menu flow. This makes it necessary to be specific about what you want from each stage. This six-post series starts with some tools for how to make your ideation productive. You can find more of these tools in my book (linked on the About page), and I’ve kept the overlap between book and post to a minimum. Let’s have ideas! “Ideation: the activity of forming ideas in the mind.” Cambridge Dictionary Few things say game designer quite like having ideas. Even within the profession, we run into the occasional “ideas guy” (it’s usually a guy). But having ideas is the easy part — telling the rest of your team how to execute on them is the hard part. Good ideas are informed, concrete, and practical to communicate. The first and possibly most important element of good ideation is positive communication. Not saying no — never shooting things down. Instead, borrow a page from improvisational theater: the trusted “yes, and …” When someone has an idea, you start by accepting it, and then you build more on top. “What about space ships?” Says the first designer. “Yes! Space ships, and they have like 1,000 people onboard.” This process is not there to give you a finished design, but to let you ideate without anyone feeling shot down or left out. It’s also a good way to train your collaborative communication. It’s not uncommon that your spontaneous “no” comes more easily than your spontaneous “yes,” so exercising your “yes, and …” does real collaborative work with limited effort. The greatest achievement of positive reinforcement like this is that you avoid pushing people into the defensive mindset that often takes over when you say “no” or insist on your own ideas. Gains of “yes, and …”: Indie developer Tomas Sala mentioned this, and I think it’s some of the best advice there is when it comes to ideation: “Lots of young developers want to make what they love. They want to make what they play”, he said. “My first step is get rid of that, because you’re replicating what you are, you’re not being an authentic creator that is adding to the field. That is not interesting to a publisher or an audience.” More cynically, if you plagiarise your fandom, you’ll risk making a worse version of something better. No matter how much I personally love Thief: The Dark Project , I’m probably not the person to make a first-person thief game. By all means, be inspired, but find ways to channel your inspiration into something that is yours. This is harder to do, and it will take longer than copying something else, but the more you do it the better. Gains of getting out of your fandom: In journalism, there’s an idea that you should actively work to keep yourself out of your reporting. You may be political, progressive, conservative, or have something specific you want to say; but you shouldn’t rub the reader’s nose in it. You should actively strive to keep yourself out . You do this by providing three or more sources whose combined image of a story allows the reader to draw their own conclusions. The sources should be one for, one against, and one that’s observational or represents an expert opinion or a neutral but related party. In cases where someone has done something bad, you let them speak their mind as a contrast against the words of the victim; then you get a lawyer or expert to chime in with a third angle. You can also bring in friends, relatives, coworkers, and so on, to flesh out the story even more. Like journalists, game designers should allow players to make up their own minds too. Since a game can become anything and be played by anyone, it’s impossible for you as the game designer to decide how a player will feel as they play your game. The thing you intended to be a feelgood reveal may carry emotional baggage for a certain demographic, but the imagery may cause disconnect for someone else. This doesn’t mean that everything needs to get equal terms, however. But you leave the conclusions for the players to make. An anti-example of this is the mushroom man in FarCry 3 . First time you meet him, you learn he locked one of your friends in his attic. As he unlocks the door, and reveals she’s drugged out of her senses, he seemed a total creep to me. Then the character I was playing proceeded to thank him for this treatment — I wanted to shoot him. That is the kind of disconnect that happens when the player isn’t able to “own” the experience. Gains of keeping yourself out: Theory crafting and intellectual discussions on emotions, design principles, and much more is a huge and important part of ideation. But it can’t be the only part. To “think with a controller,” you pull one out and you imagine yourself playing the game you intend to make. Which buttons you press, how frequently, and when. If there’s some interface needed to tell the player how a certain thing works. This is of course a metaphor, since it can be physical components of some other kind than a controller, but the simple act of physically interacting with your game even at this extremely early stage will help you flesh out your ideas. Gains of thinking with a controller: If you want to make games, you can’t wait to find your muses. You must be able to do the work. In ideation, the tendency is to never stop ideating, making you stay in conversation mode for longer than you should. Getting things on a page pushes you towards both the literal page, writing things down, and towards the exploration stage, where you will be challenging everything you just came up with. The effect the blank page will have on the typical writer sets in for game designers too. The dreaded block! To get out of this blank page effect and avoid getting stuck on details that are not actually important yet, you can try to just get something on the page. Gains of getting things on a page: Brainstorming and spitballing is great, but complete freeform ideation is very much a hit/miss process and often leans too much on seniority or other soft credentials. Enter intrinsic ideation! The term comes from a NoClip documentary on the making of Horizon: Zero Dawn , and the way they phrase its use is that “everything has to come from something you already established as true.” In other words, you take the facts defined for your game, and you only bring the new thing being discussed into your game if it can be motivated using those facts. It’s a handy way to sanitise your ideas and see that they fit with the game as a whole, and also to remove ideas that may be cool on their own but don’t fit into the whole. This tool is only useful if you’ve already been through a few rounds of exploration and are returning for more ideation, but the main advice I’d give you is to be ruthless . If things don’t check out against your pillars, facts, or other documented processes, you should cut it out and move on. Ideation is the only time where cutting things out is cheap . Gains of intrinsic ideation: We sometimes forget that gaming is a form of make believe. Pretending to jump really high, or spending millions of virtual dollars, or killing half the population of Evil Land. Our species has been engrossed by make believe for as long as we’ve been about, and it can therefore be particularly useful to seek out some of that as inspiration. Make believe isn’t freeform conjuring of the fantastical, it’s imagining that you are doing something . Driving the expensive car, performing the athletic feat, climbing the highest mountain, defending your village from an attack, exploring the deepest woods, keeping your head down in the mud and trenches of World War I. It’s easy to forget that there’s a whole world out there that has nothing to do with dice or controllers. Reading, watching, and doing , is about immersing yourself in the real world, embracing that reality surpasses fiction. Perhaps you shouldn’t watch the Game of Thrones series from HBO a third time, but instead watch a documentary or read some books on the Wars of the Roses. Perhaps a book on medieval longsword fencing is not the way, when you can visit your nearest Association for Renaissance Martial Arts (ARMA) group and swing a longsword yourself. First step for this to work is to get out there and expose yourself to new things. To translate this inspiration into game ideas, there are two things you can look out for: verbs and adjectives . What is being done, and how it’s described by the people doing it. Some things are of course harder or more dangerous to try than others. You can’t try the trench life of a British soldier in 1916, but perhaps you can go to a rifle range, and you can load up your backpack and march for a couple of hours in the rain. Gains of reading, watching, and doing: Most of us have very concrete ideas of what a certain genre or type of game should be. An interesting way to start ideation can therefore be to write all these things down and actively turn some of them upside down. Conventions will usually belong in a broad category. When someone says they’re designing a worker placement game, for example, this will come with a list of conventions. Each player has their own workers, a common board with a set number of slots for workers, a placed worker will block other worker placements in the same slot. Etc. If you write each of these down, you can usually see the inverse of each of them. Each player has their own workers — what about a common pool of workers? A common board with slots — what about player-owned boards holding those slots? This exercise can go as deep as you want, and can also aid you in figuring out the shape of your inspirations. But you have to be fairly specific about what a convention is. Gains of challenging conventions: If you already have a long list of features you want to explore, you can select just a handful and focus only on those. If not, you can take a broad theme and make it a hard constraint. The reason you use constraints is that they can directly inform your ideation. Many times, ideation that is too vague will result in derivative designs. If you say that you can only use the analogue sticks and triggers on a gamepad, for example, you can push every other button out of your mind and just think about what you should do with those specific inputs. It doesn’t mean you won’t use the other buttons down the line, just that you should keep them out of your mind for now . Gains of using constraints: Ideation : coming up with ideas and vetting them. Exploration : trying things out as cheaply as possible. Commitment : deciding what to commit to. Problem solving : solving problems in the real game. Balancing : broad strokes for the core audience. Tuning : fine-tuning the marketed product. More positive communication. More diverse ideas. More constructive conversations. Forces you to find your own identity. Makes it easier to separate work from inspiration. Lets you focus on the experience of play. Let players decide the meaning of things in your game. Enhances the sense, for players, that the game is “theirs.” Respects the death of the author . Makes your design tangible, in a simple way. Gets you thinking about the practical side of things. A player story . Just a paragraph or two that describes the player going through a segment of the game as you imagine it. Bullet point lists . List verbs, cool abilities, interesting characters, key features; anything that can be readily listed and that you want your game to have. Documentation headlines . Get just the headlines of a bigger outline or document in place. “Gameplay,” “Art Direction,” “Level Design;” whatever feels important to you. Write just a sentence under each to summarise your thoughts. Goals and anti-goals . Things you want to achieve with the game, and things you don’t want at all. Moves your ideas from the purely intellectual space to the practical. Forces you to sort through the ideas you have. Things to dig deeper into as well as things to reject outright. Reinforcement of established principles and design facts. A neutral process for vetting ideas that doesn’t lean back on soft credentials. Pivots when it’s still cheap to pivot. Gets you away from the computer. Concretises your inspirations into their different details. Lets you discover new inspirations. Expands your ideation vocabulary. Activities . Killing goblins and taking their stuff. Moving puzzle pieces. Drawing cards. What if you change or invert an activity? Maybe give goblins stuff, remove puzzle pieces, and start with all cards on hand. Components . What if you change the rules around a common component? Instead of rolling a die, you pick a number and you hide it under your hand. Restrictions . You can only play one card per turn and weapons can run out of ammo. What if you remove a standardised restriction? Play as many cards as you like, and have infinite ammunition. Controls . The gamepad left trigger is for aiming, and you must press Jump when you reach an obstacle. What if you switch or remove controls? You track opponents by holding the left trigger, and you jump automatically when you reach an obstacle — you just have to look in the right direction. Helps you figure out your own convention biases. Fertile ground for coming up with new ideas that are twists on existing ideas. Makes it easier to communicate — many conventions will be assumed during ideation. Restrict theme . It must be about monster hunting in the 1800s. Restrict player avatar . The player is a bus driver. Restrict activities . Players can’t have more than two choices to make at any given time. Restrict controls . You can only use two fingers on one hand, with a touch screen. Restrict player count . Playable by exactly three players. Restrict components . The game should only use 20 cards. Restrict play time . A session cannot take more than 5 minutes to complete. Restrict narrative . Just one location, three characters, and two specific events. Restrict inspirational sources . Watch only this documentary; read only that book; play these two games. Restrict preferences . Build a game from a feature or theme you don’t like. Pushes you towards results. Allows you to ignore potential distractions. Helps you evaluate the specific thing you decided to zoom in on.

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Unsung 6 days ago

“…or I could click seventy buttons.”

I like Angela Collier’s videos about physics and I was delighted to discover this 18-minute one … = 2x) and (width >= 700px)" srcset="https://unsung.aresluna.org/_media/or-i-could-click-seventy-buttons/yt1-play.2096w.avif" type="image/avif"> = 3x) or (width >= 700px)" srcset="https://unsung.aresluna.org/_media/or-i-could-click-seventy-buttons/yt1-play.1600w.avif" type="image/avif"> …because it’s a great continuation to the thread about the complexity of Microsoft Office I shared recently. Collier talks about why physicists prefer LaTeX to Word. LaTeX is sort of a nerdy HTML that predates HTML. It looks like this… = 2x) and (width >= 700px)" srcset="https://unsung.aresluna.org/_media/or-i-could-click-seventy-buttons/1.2096w.avif" type="image/avif"> = 3x) or (width >= 700px)" srcset="https://unsung.aresluna.org/_media/or-i-could-click-seventy-buttons/1.1600w.avif" type="image/avif"> = 2x) and (width >= 700px)" srcset="https://unsung.aresluna.org/_media/or-i-could-click-seventy-buttons/2.2096w.avif" type="image/avif"> = 3x) or (width >= 700px)" srcset="https://unsung.aresluna.org/_media/or-i-could-click-seventy-buttons/2.1600w.avif" type="image/avif"> …and given how nerdy HTML already is, you might imagine this is a power-user tool that’s chiefly about power and control. But Collier makes the argument that there are some things that LaTeX makes much easier: This is really interesting because it goes right to the core of the uncomfortable truth: naïve design decisions meant to make things easier might achieve the opposite. I shared the ForkLift example where the team didn’t understand what made the previous version great , and more recently the animation that could slow people down . (Of course, there is also the issue of typographical craft of LaTeX documents set in Computer Modern , but let’s save this for another time.) Also, the video starts with Collier apologizing for potentially making the audience feel dumb in a prior video. I don’t think it’s a joke, and I found it thoughtful and refreshing. #attention #complexity #enshittification #flow #youtube there is absolutely no need (or peer pressure) to spend time styling the document by choosing fonts, colors, etc., there is no “live preview,” and making a PDF is a separate step similar to compilation in coding – which means it doesn’t constantly occupy your mind, GUIs can slow you down because the keyboard is faster than the mouse, LaTeX doesn’t give you a lot of control over positioning, which is better than giving you only a semblance of control over positioning ( this is the TikTok meme Collier alluded to briefly ).

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Unsung 6 days ago

The adjective of the present or the verb of the future

My arch nemesis lives only about 1.5 blocks away from me. It’s a coffee shop door. More specifically, it’s a sign on that door: = 2x) and (width >= 700px)" srcset="https://unsung.aresluna.org/_media/the-adjective-of-the-present-or-the-verb-of-the-future/1.2096w.avif" type="image/avif"> = 3x) or (width >= 700px)" srcset="https://unsung.aresluna.org/_media/the-adjective-of-the-present-or-the-verb-of-the-future/1.1600w.avif" type="image/avif"> This is what happens with embarrassing regularity: I am inside, about to step out, my brain reads PUSH from the other side – and so of course, like an idiot, I push the door instead of pulling it. Sure, bad design. But don’t worry, I am not going full Don Norman on you. I wanted to show you this other thing, in Pixelmator Pro: = 2x) and (width >= 700px)" srcset="https://unsung.aresluna.org/_media/the-adjective-of-the-present-or-the-verb-of-the-future/2.2096w.avif" type="image/avif"> = 3x) or (width >= 700px)" srcset="https://unsung.aresluna.org/_media/the-adjective-of-the-present-or-the-verb-of-the-future/2.1600w.avif" type="image/avif"> A pretty non-threatening menu, it seems, but sometimes when I see a treatment like this, my brain actually sees this… = 2x) and (width >= 700px)" srcset="https://unsung.aresluna.org/_media/the-adjective-of-the-present-or-the-verb-of-the-future/3.2096w.avif" type="image/avif"> = 3x) or (width >= 700px)" srcset="https://unsung.aresluna.org/_media/the-adjective-of-the-present-or-the-verb-of-the-future/3.1600w.avif" type="image/avif"> …and it takes just a bit of extra thinking to figure out where I am and where I’m going. This is one of the recurring boolean problems in UX design. Given a choice, do we show the noun/​adjective of the present, or the verb of the future? Because another way would be to show the current state: = 2x) and (width >= 700px)" srcset="https://unsung.aresluna.org/_media/the-adjective-of-the-present-or-the-verb-of-the-future/4.2096w.avif" type="image/avif"> = 3x) or (width >= 700px)" srcset="https://unsung.aresluna.org/_media/the-adjective-of-the-present-or-the-verb-of-the-future/4.1600w.avif" type="image/avif"> To me, this is unambiguous; the state is easy to understand visually without thinking, and the implied flip action also feels pretty natural. You could go even further: = 2x) and (width >= 700px)" srcset="https://unsung.aresluna.org/_media/the-adjective-of-the-present-or-the-verb-of-the-future/5.2096w.avif" type="image/avif"> = 3x) or (width >= 700px)" srcset="https://unsung.aresluna.org/_media/the-adjective-of-the-present-or-the-verb-of-the-future/5.1600w.avif" type="image/avif"> Without knowing much of the context here, this would be my recommendation. Of course, this last configuration not only implies toggling but also implies showing , but that’s probably okay given all the context surrounding it? Now, like with many things I talk about here, I don’t have the benefit of user testing or research. (In practice, though, they aren’t often available for small things like this, anyway.) Also, this isn’t a universal recommendation. This is an evergreen UX problem for a reason. If there were other commands around it, the showing/​hiding verbs might have to appear. Same if no option had a checkmark by default. (One or two checkmarks establish an implied “show/​hide” verb for the whole section, but without any, it might feel like an unusual menu filled with only nouns.) There are more conventions – “Turn X On,” showing both options, submenus – each one with pros and cons. It’s good to be aware of all, because even if your tool uses one consistently, users might bring a different one as a default way of processing things. But the worst part about the Pixelmator menu is that it’s mixing conventions: = 2x) and (width >= 700px)" srcset="https://unsung.aresluna.org/_media/the-adjective-of-the-present-or-the-verb-of-the-future/6.2096w.avif" type="image/avif"> = 3x) or (width >= 700px)" srcset="https://unsung.aresluna.org/_media/the-adjective-of-the-present-or-the-verb-of-the-future/6.1600w.avif" type="image/avif"> It’s hard for me to understand the rationale here, and it makes processing this menu even harder. Maybe I need to go to a certain neighbourhood coffee shop to get more coffee… #interface design #writing

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Go have fun with the web

Back in the days of Geocities, I spent a lot of time hacking away on raw HTML and CSS. I enjoyed tweaking things, making it just right and experimenting with random ideas I had. I’d sketch things out, then turn them into a close(ish) version on the web. “Under construction” gifs would hide my unlinked, mad scientist HTML files. As I grew older, the idea of “hustle” culture slowly killed out this mindset. Instead of having fun, I felt everything I do on the web had to serve a purpose. If I wasn’t building something that might make money, I was wasting my time. And guess what? In 15ish years of operating under that mindset, I’ve made maybe $500 online. Pretty terrible investment if you ask me. I’m willing to bet I’m not alone in this mindset, it seems embedded into the millennial DNA. We’ve grown up with stories of dot com entrepreneurs making it big while sipping Mojitos on the beaches of Chiang Mai. You’re always just a few more late nights from quitting your job, joining NomadsList and traveling the world! The truth is, you’d probably have a better chance winning the lottery, so why waste your time chasing the impossible? Why turn an artistic, creative outlet into a second job that doesn’t put food on the table? Embrace the web as a hobby. Like pencils, paintbrushes and clay, the web is a way to give “physical” form to the images in your head with HTML, CSS and JavaScript. When you stop building for scale, potential customers and imagined profit, you free yourself to have fun. Build silly, build simple and above all else, build for the sake of creativity.

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@hannahilea 1 weeks ago

Yesterday's static, today: A Bluetooth speaker for the vintage listener

Listening to modern baseball games through the static of the past, via a Bluetooth speaker in a laser-cut housing modeled from a vintage cathedral radio.

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Unsung 1 weeks ago

An accident inside an accident

I have never been particularly fond of “shake to undo” on the iPhone. It’s not a pleasant gesture to perform, I feel like typically I don’t have strong enough of a grip on my iPhone to invoke it without fear, and the gesture often undertriggers, requiring an even harder and more cumbersome shake, etc. etc. (One thing I never want to undo is my screen’s pristine surface by having it meet the sidewalk.) I am aware that many years ago, iOS introduced an alternative: a three-finger swipe. But I feel like Apple flubbed that, also – three fingers are hard to plop onto a small screen, and while regular going back navigation means swiping from left to right, undo is inexplicably a three-finger right-to-left swipe. I mean, okay, it’s explicable – it’s the movement of the cursor before and after the typing is undone. But to my brain that feels less strong than the other association, and undo is not always about typing. I also see many people not knowing about this alternative and I must not be the only person struggling, since I see more and more apps throw in the towel and put undo and redo as on-screen actions: = 3x)" srcset="https://unsung.aresluna.org/_media/an-accident-inside-an-accident/1-framed.1600w.avif" type="image/avif"> = 3x)" srcset="https://unsung.aresluna.org/_media/an-accident-inside-an-accident/2-framed.1600w.avif" type="image/avif"> = 3x)" srcset="https://unsung.aresluna.org/_media/an-accident-inside-an-accident/3-framed.1600w.avif" type="image/avif"> Curiously, I even spotted Gmail on desktop doing that recently: = 2x) and (width >= 700px)" srcset="https://unsung.aresluna.org/_media/an-accident-inside-an-accident/4.2096w.avif" type="image/avif"> = 3x) or (width >= 700px)" srcset="https://unsung.aresluna.org/_media/an-accident-inside-an-accident/4.1600w.avif" type="image/avif"> It’s all a welcome improvement under the circumstances, but those are literally all over the place – imagine if on a laptop, each app had a different key shortcut for undo. (We’ve had that, in the 1980s. The 1980s Nostalgia Industrial Complex doesn’t want you to know about stuff like that.) Anyway, some time ago I promised more onboarding content , and here’s a little thing that happened to me recently. The inciting incident is that I accidentally shook my iPad, and then I saw this: = 2x) and (width >= 700px)" srcset="https://unsung.aresluna.org/_media/an-accident-inside-an-accident/5.2096w.avif" type="image/avif"> = 3x) or (width >= 700px)" srcset="https://unsung.aresluna.org/_media/an-accident-inside-an-accident/5.1600w.avif" type="image/avif"> Wait, does it mean there is yet another, third undo shortcut? I swiped through the carousel to see these: = 2x) and (width >= 700px)" srcset="https://unsung.aresluna.org/_media/an-accident-inside-an-accident/6.2096w.avif" type="image/avif"> = 3x) or (width >= 700px)" srcset="https://unsung.aresluna.org/_media/an-accident-inside-an-accident/6.1600w.avif" type="image/avif"> = 2x) and (width >= 700px)" srcset="https://unsung.aresluna.org/_media/an-accident-inside-an-accident/7.2096w.avif" type="image/avif"> = 3x) or (width >= 700px)" srcset="https://unsung.aresluna.org/_media/an-accident-inside-an-accident/7.1600w.avif" type="image/avif"> None of these feel particularly pleasant to use – although they are nicer on the iPad than on the iPhone – but I started playing with them, and I discovered a fourth entry point. Just a single three-finger tap shows a new-to-me onscreen editing menu, sort of the equivalent of the Edit menu on the desktop: This works on the iPhone and the iPad, and since then that’s the one thing I did remember and I find using. So, to summarize: Yeah, even this still doesn’t feel great. But it’s there in a (no pun intended) pinch. So, is this a success story for onboarding? I think not quite. It all started with an accidental iPad shake, after all, and the gesture I ended up using I also discovered accidentally. But to be fair, I also did learn something, and I think there are some bones of the right solution in here somewhere. Onboarding and in-product education generally feel so bad that even this rickety encounter can be counted as a small victory. #apple #onboarding #touch #undo shake to undo – unpleasant double tap with three fingers to undo – unpleasant a three-finger swipe to undo – unpleasant, confusing direction single tap with three fingers to show a menu, then tap to undo – less unpleasant, but stuck with me

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Unsung 1 weeks ago

If you’re a button, you have one job

One thing I was (and still am) worried about when it comes to my recent big interactive essay is that by showing all these classic desktop examples, the whole thing might appear old-fashioned, relevant only to a bygone era. Yet, the challenges it shows are universal. Here’s something I just spotted. This is how you rotate an image on an iPhone and on a Nothing Phone: It’s a pretty standard control – tap once to rotate counterclockwise, tap a second time to do it again, etc. – with a helpful transition of the photo’s orientation so that you don’t lose yours. Now, I’m going to exaggerate the problem a bit and tap 90-degree rotation quickly eight times . Eight times should result in what engineers call a “no op” – the image rotating twice in full, and ending up where it started. That indeed happens on the iPhone: But it’s a different story on the Nothing Phone/​Android: iPhone will remember and buffer the taps, so that the second, pending rotation will happen as soon as the first is done. The Nothing Phone button gives you a tap confirmation via both haptics and sound, and then ignores the tap if a previous rotation is still animating. Why does it matter? I often keep thinking about the framework of situational disability , stating that disability is not just something that happens to a few people and no one else. No, pretty much everyone will occasionally encounter a situation that will make them effectively disabled, and this is why accessibility matters much more than many of us assume: = 2x) and (width >= 700px)" srcset="https://unsung.aresluna.org/_media/if-youre-a-button-you-have-one-job/5.2096w.avif" type="image/avif"> = 3x) or (width >= 700px)" srcset="https://unsung.aresluna.org/_media/if-youre-a-button-you-have-one-job/5.1600w.avif" type="image/avif"> I think similarly about casual and non-casual use. Photo-taking on phones is typically casual. Phone cameras are typically very good at detecting the photo orientation – but get confused when you’re pointing down. Now, as an example, if you had to take photos of a bunch of landscape documents, you might end up having to rotate dozens of photos, one by one. And it would be so much more predictable and pleasant if you could just tap the button three times at any pace you wanted without thinking, without paying attention, without getting your UI blocked by an animation that no longer helps you. This is, I suppose, “situational power user-ness.” Given a long enough timeframe – or, in this case, a large enough population – even a casual interface like phone photo editing (or, GarageBand ) will meet someone who will have no choice but to treat it more seriously and expect more from it. By the way, buffering the taps is not the only answer. You can also just stop/​accelerate the animation after an interrupting tap. But the rule is: never force the user to wait for the animation to finish. #android #flow #ios #touch

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Unsung 1 weeks ago

“I know you think I’ve lost my mind, but trust me.”

A fun (and funny!) 9-minute video from Linternet User about designing a perfect onscreen lever with the right amount of juice : = 2x) and (width >= 700px)" srcset="https://unsung.aresluna.org/_media/i-know-you-think-ive-lost-my-mind-but-trust-me/yt1-play.2096w.avif" type="image/avif"> = 3x) or (width >= 700px)" srcset="https://unsung.aresluna.org/_media/i-know-you-think-ive-lost-my-mind-but-trust-me/yt1-play.1600w.avif" type="image/avif"> Love seeing real work in progress like that, plus it ends up in a place I didn’t expect. It was also great to see “delay and snap” action elucidated so clearly. It feels like a variant of rubberbanding (or, elastic scrolling) where you intentionally disconnect an object from the cursor or finger dragging it. #above and beyond #hardware #interface design #youtube

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Unsung 2 weeks ago

Finder’s elite eliding

I know I’m usually driving the Finder pretty hard , but I think that’s a necessity, given its position as the center of macOS for power users, and its situation where it feels like Apple pretty much gave up on it. But I also want to show things that Finder does well, and this might be something no one does nearly as thoughtfully: text truncation. This is what happens when you have a filename that’s too long: This is really nicely done, for many reasons that work in lockstep: Why does this last thing matter? Because unnecessary tooltips are distracting, cover information, and also – maybe most importantly – turn the interface into a minefield where no safe places remain to just mindlessly rest your cursor without worry. This last thing is very fuzzy, but so important. You know how unpleasant a lot of articles are on the web these days, solely because you’re always on the edge about what’s going to happen while you read? Am I going to be moved up and down? When and where is the ad going to appear? When will I encounter a new subscription pop-up, and what will be the weird way to close it this time around? I know you don’t literally tense your muscles while reading those, but I feel like in some sense, in the back of your head, there is always this unpleasant worry that you’re dealing with an unstable interface . This is not a strong, but I feel a similar way about spurious tooltips; they make interfaces feel less stable. You rest your cursor, something jumps up at you, you get distracted and move your cursor instinctively to avoid it, and with any luck, you trigger yet another tooltip, and so on. I will write more about this in the future. If you asked my former coworkers, I bet a significant portion would say “this guy gets angry at tooltips, like, all the time.” I promise I will get angry at tooltips more here. But today? Today, kudos to the Finder. It shows us that if you care, you can make this small moment feel really great and thoughtful – knowing that small moments multiplied in the thousands are no longer small. #details #finder #interface design #mac os #typography Finder cleverly elides text from the middle, knowing that both the ending of the last words (or digits!) of the file name, and its extension are important. Finder shows the full name in a tooltip. I’m surprised how many tools forget to do that, offering no easy explanation for the missing letters. Here are some examples from Notion and Bear, neither of which offers help on hover: Finder position the tooltip exactly atop the existing text. I think this is really clever: it avoids overlapping other useful information, and makes it faster to reorient yourself. Compare with, for example, AirTable: Lastly, Finder only shows the tooltip when it’s needed . This is something where so many places lose their way. For example, here’s Paper and Google Drive, throwing up a tooltip indiscriminately, even if it has absolutely nothing to add to the conversation:

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Evan Schwartz 2 weeks ago

Scour - June Update

Hi friends, Many of you mistakenly got onboarding emails yesterday. I'm sorry about that. I was tweaking the way emails are sent to new users and accidentally sent it out to everyone. Don't worry, you'll get your weekly digest on Friday as usual. (If you got a message about verifying your email, please do verify yours if you'd like to continue receiving the weekly digests.) In June, Scour scoured 841,977 articles from 27,356 feeds , and 123 new users signed up. Welcome! Here's what's new in the product: Scour now tracks and shows which articles cover other ones so you can find coverage, reactions, and responses to a given story. Under any post, you can see both the stories that the given one links to, and which other sources link to it. A detail I especially like is that the covering sources you tend to like and read are shown first, so you can easily find your favorite commentators' reactions. Relatedly, there's now a page that shows the most widely covered stories across Scour. If you subscribe to specific feeds, you can also add this as a feed to source content from. Laurynas Keturakis suggested this over a year ago and after finally implementing it this month, it quickly became one of my favorite Scour features. Thanks Laurynas! After you love or like a post, you'll see a small prompt to add more interests similar to that article's content. Adding interests is the best way to hone your feed and make sure Scour surfaces articles you'll like, so I hope this makes it easier to do that. If you subscribe to individual feeds, that prompt will also include a way to subscribe to the publisher's feed, if you aren't already, so you'll get more content from them. Similarly, if you dislike a post, you'll see some options to have less of that kind of content appear in the future. The Scour feed got a makeover! The new layout should be easier to scan and interact with. Clicking or tapping a post opens the expanded view: Also, on mobile, you can swipe articles right or left to quickly like or dislike them. The new Discover section contains all of your personalized interest and feed recommendations, as well as the pages to browse popular posts, interests, and feeds. Head over there if you'd like to build out your feed more, or if you want to see what others are reading on Scour. Scour now works far better with assistive technology. Every post is a labeled article whose actions are reachable by screen reader and keyboard, menus support arrow-key navigation, and the things that used to change silently (filter updates, search results, newly loaded posts) are announced as they happen. If you or someone you know reads Scour with assistive tech, I'd love your feedback. See the new Accessibility page for the full picture. Enjoying Scour? I added testimonials to the homepage and I'd love to include your review! Email me to let me know your thoughts (and of course, constructive feedback is also very welcome). Here were some of my favorite articles I found on Scour in June: Happy Scouring! I've been thinking a lot about the ways that AI changes what it feels like to be a software engineer and I especially appreciated these takes: Andrew Diamond made a great comparison with historical fiction writers in Software Engineering in the Age of AI . Vardan Torosyan pointed out that every engineer is now facing the kind of overload engineering managers have always dealt with: There is Too Much . Candost discusses having an ownership mindset in On the Changing Role of Software Engineers . And a goofy font that Bill Tarbell made that's readable for humans but not for AI: Souls Only .

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Unsung 2 weeks ago

¿Por qué no los dos? pt. 1

I praised ⌘⭲ recently in my essay for cleverly not showing itself when you press the keys really fast . Here’s another nice detail. If you press and hold ⌘⭲, you will eventually stop at the end. (You can then press ⌘⇧⭲ or ⌘` to get back.) However, if you are already at the end, pressing ⌘⭲ again wraps around to the beginning: The issue of whether to wrap around or not is more universal; you can see it in many lists, ⌘F, and so on. On one hand, it’s nice to have a solid deterministic end that you can rely on stopping at, especially since sometimes the last item on the list is special (“See more items…”). On the other hand, going all the way back from the end can be frustrating, too, especially on a Mac that does really strange things with Home/End/PgUp/​PgDn keys. I thought the hybrid approach that ⌘⭲ is doing here was clever, and might be applicable elsewhere. #flow #keyboard #mac os

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Unsung 2 weeks ago

“Icons that are iconic”

Apple might have undone the macOS Tahoe menu icons decision , but this wasn’t the only contentious iconography issue in their ecosystem. On his blog, Jim Nielsen writes how Apple filed away so much expression by forcing rigid icon bureaucracy in macOS. Nielsen focuses mostly on distinctiveness; previously, you could make the icon unique by its general shape or the shape of its contents, but one of these two levers has now been taken away: This over-emphasis on “systems” design seems endemic to modern software. Systems prescribe rules because they are the easiest attributes to document, enforce, and automate — “All icons must use this shape, this lighting, this stroke.” Excellence, by contrast, is harder to systematize. It requires judgment, taste, care, experience, and a sensitivity to context — all in service of meaning and purpose, not superficial similarity. However, one also can’t help but notice how ugly and amateurish the Creator Studio icons are, so it all feels absolutely like a net negative – the new system took something away and the proposed replacement feels low quality: = 2x) and (width >= 700px)" srcset="https://unsung.aresluna.org/_media/icons-that-are-iconic/1.2096w.avif" type="image/avif"> = 3x) or (width >= 700px)" srcset="https://unsung.aresluna.org/_media/icons-that-are-iconic/1.1600w.avif" type="image/avif"> Elsewhere, on Rogue Amoeba’s blog , Paul Kafasis straight up asks Apple to undo the 2025 decision to contain macOS icons inside squircles: Apple’s prohibition on shapes is a step backward for both usability and creativity in app icons. Icons are now harder to distinguish because they’re no longer allowed to be distinctive. But there’s no technical reason for it. Apple could, and should, once again allow icons to take on a wide variety of shapes. Both these prompted me to think a bit of Apple’s app iconography as a system. Let’s start with iOS: = 3x)" srcset="https://unsung.aresluna.org/_media/icons-that-are-iconic/2-framed.1600w.avif" type="image/avif"> Recently, a new option has been added to remove names of apps, which is another way to disambiguate them. = 3x)" srcset="https://unsung.aresluna.org/_media/icons-that-are-iconic/3-framed.1600w.avif" type="image/avif"> = 3x)" srcset="https://unsung.aresluna.org/_media/icons-that-are-iconic/4-framed.1600w.avif" type="image/avif"> Also recently, Apple’s generally unpleasant-looking theming options (color tinting and glassification) reduced color coding as a way to recognize a particular icon. = 3x)" srcset="https://unsung.aresluna.org/_media/icons-that-are-iconic/5-framed.1600w.avif" type="image/avif"> = 3x)" srcset="https://unsung.aresluna.org/_media/icons-that-are-iconic/6-framed.1600w.avif" type="image/avif"> At the same time, iOS is still highly spatial . Most apps have a specific physical place on a specific page of the Springboard, or inside a specific folder. I believe that this helps a lot even if shape coding, color coding, and name disambiguation are failing or turned off to begin with. Now, for MacOS: = 2x) and (width >= 700px)" srcset="https://unsung.aresluna.org/_media/icons-that-are-iconic/7.2096w.avif" type="image/avif"> = 3x) or (width >= 700px)" srcset="https://unsung.aresluna.org/_media/icons-that-are-iconic/7.1600w.avif" type="image/avif"> = 2x) and (width >= 700px)" srcset="https://unsung.aresluna.org/_media/icons-that-are-iconic/8.2096w.avif" type="image/avif"> = 3x) or (width >= 700px)" srcset="https://unsung.aresluna.org/_media/icons-that-are-iconic/8.1600w.avif" type="image/avif"> However, more recently, the iOS squircle shape has been first strongly suggested ( in 2020 ) and then rigidly enforced (in 2025) for macOS as well. But then, the usage of app icons in macOS is different than in iOS. First of all, macOS isn’t nearly as spatial as it used to be, and I would say not as spatial as iOS. Even Dock is more malleable compared to the memory palace rigidity of the Springboard, and its overflow section with suggestions and hand-off is very fluid. ⌘Tab is completely non-spatial and just like the Dock doesn’t upfront identify apps by their names. App icons also appear in more fluid contexts like Spotlight, Finder, and the right side of the menubar (I know iOS has some of those as well, but I would imagine they’re getting much less use overall). This all increases the pressure on icons to be easily distinguishable. At the same time, there are fewer issues with custom backgrounds on macOS. Most icon surfaces have opaque backgrounds and while you can keep your apps on the desktop or put backgrounds in Finder windows, I don’t think that’s very common. I’m probably missing some other aspects, but this would be my summary of where we’re at: = 3x)" srcset="https://unsung.aresluna.org/_media/icons-that-are-iconic/9-framed.1600w.avif" type="image/avif"> = 3x)" srcset="https://unsung.aresluna.org/_media/icons-that-are-iconic/10-framed.1600w.avif" type="image/avif"> People’s trust in Apple’s skillset has deteriorated after the unveiling of horrendous icon redesigns in 2025’s Tahoe , and more recently in the abovementioned Creator Studio (the 2026 updates are nice, but very minor ). This is in some contrast with other controversial visually-motivated changes appearing at the same time. Say what you want about Liquid Glass, but there are moments it looks absolutely gorgeous (see the video below for perhaps my favourite Liquid Glass surface). Forced menu icons felt similar: embarrassingly naïve as a system, but with icons themselves executed well (which you can still appreciate when perusing SF Symbols ). But the app icon changes seem to have been assigned to the team that delivered on neither good visual craft, nor good systems thinking. I think it’s fair to look at Creator Studio specifically, and fear Apple is following in Microsoft’s and especially Adobe’s unforgivable footsteps in prioritizing abstract corporate identity goals over both functional and visual aspects of app iconography. Adobe’s product icons used to be beautiful and distinct before they got all shoved into the same “uppercase + lowercase letter” framework that became a canonical example of a system that took something away from the user but didn’t really give anything in return: = 2x) and (width >= 700px)" srcset="https://unsung.aresluna.org/_media/icons-that-are-iconic/13.2096w.avif" type="image/avif"> = 3x) or (width >= 700px)" srcset="https://unsung.aresluna.org/_media/icons-that-are-iconic/13.1600w.avif" type="image/avif"> I also feel this feeds right into another fear of Apple’s actions steamrolling over particularly indie app developers where being able to express one’s identity via the app icon feels much more important than it would be for a huge company. I don’t see Apple abandoning their stance on the rigid, distinctive app icon squircle shape. It’s possible that iOS apps will start appearing on touchscreen Macs outside of screen mirroring. Even without that, it just simplifies things for them, even if the jobs for macOS app icons are not the same as those for iOS app icons. At the same time, I could see Apple allowing the app icons to stick out of the basic squircle shape, like some macOS apps did in between 2020 and 2025; I believe it would even be possible to detect programmatically if the basic squircle shape is still there in the background. This would improve shape coding, and give icon designers some clearly much-desired flexibility. The icons below still register as squircles to me – why not allow this as an option? (For both macOS and iOS.) = 2x) and (width >= 700px)" srcset="https://unsung.aresluna.org/_media/icons-that-are-iconic/14.2096w.avif" type="image/avif"> = 3x) or (width >= 700px)" srcset="https://unsung.aresluna.org/_media/icons-that-are-iconic/14.1600w.avif" type="image/avif"> = 2x) and (width >= 700px)" srcset="https://unsung.aresluna.org/_media/icons-that-are-iconic/15.2096w.avif" type="image/avif"> = 3x) or (width >= 700px)" srcset="https://unsung.aresluna.org/_media/icons-that-are-iconic/15.1600w.avif" type="image/avif"> = 2x) and (width >= 700px)" srcset="https://unsung.aresluna.org/_media/icons-that-are-iconic/16.2096w.avif" type="image/avif"> = 3x) or (width >= 700px)" srcset="https://unsung.aresluna.org/_media/icons-that-are-iconic/16.1600w.avif" type="image/avif"> I wish Apple standardized app icon changing UI on iOS. Right now, each app offers their own interface in a different place – you could see that above – and rarely links to that place from the Springboard’s long-press menu. But imagine if you could nicely change app icons in situ in the same flow when you’re customizing the Springboard itself! (And then, the same for Dock and macOS.) I think it would also be a nice gesture to allow to rename iOS Springboard apps to whatever you want the same way you can rename folders, to give some users an opportunity to disambiguate by that if everything else fails. #apple #craft #iconography I believe the rigid squircle shape of app icons starting with the first iPhone was to make them look like a grid of buttons, and also to establish apps as a new primitive, particularly with the subsequent arrival of the App Store. (Similarly how over time “a face in a circle” became recognizable as a “personal avatar,” a user proxy primitive.) Soon, the rigid shape also helped when custom Springboard wallpapers arrived in 2010 – it reduced the likelihood of apps blending with the background. Recently, a new option has been added to remove names of apps, which is another way to disambiguate them. Also recently, Apple’s generally unpleasant-looking theming options (color tinting and glassification) reduced color coding as a way to recognize a particular icon. The original Mac OS X followed in the footsteps of the classic Mac OS and allowed arbitrary shapes, allowing for more flexible shape coding , although with some guidance on angles and styling: However, more recently, the iOS squircle shape has been first strongly suggested ( in 2020 ) and then rigidly enforced (in 2025) for macOS as well. Apple has not done a good job shepherding their app iconography system. The system feels too rigid, and some of its ostensible benefits (dark mode, color tinting, glassification) have been executed poorly. You could imagine a better tinting system that doesn’t feel like a cheap CSS filter applied to the icon, or (my dream!) a way to tint individual app icons. I personally love when apps – here Raindrop, Bear, and Retro – give you a lot of icon options in various colors, so I can invest in color coding: People’s trust in Apple’s skillset has deteriorated after the unveiling of horrendous icon redesigns in 2025’s Tahoe , and more recently in the abovementioned Creator Studio (the 2026 updates are nice, but very minor ). This is in some contrast with other controversial visually-motivated changes appearing at the same time. Say what you want about Liquid Glass, but there are moments it looks absolutely gorgeous (see the video below for perhaps my favourite Liquid Glass surface). Forced menu icons felt similar: embarrassingly naïve as a system, but with icons themselves executed well (which you can still appreciate when perusing SF Symbols ). But the app icon changes seem to have been assigned to the team that delivered on neither good visual craft, nor good systems thinking. I think it’s fair to look at Creator Studio specifically, and fear Apple is following in Microsoft’s and especially Adobe’s unforgivable footsteps in prioritizing abstract corporate identity goals over both functional and visual aspects of app iconography. Adobe’s product icons used to be beautiful and distinct before they got all shoved into the same “uppercase + lowercase letter” framework that became a canonical example of a system that took something away from the user but didn’t really give anything in return: I also feel this feeds right into another fear of Apple’s actions steamrolling over particularly indie app developers where being able to express one’s identity via the app icon feels much more important than it would be for a huge company. I don’t see Apple abandoning their stance on the rigid, distinctive app icon squircle shape. It’s possible that iOS apps will start appearing on touchscreen Macs outside of screen mirroring. Even without that, it just simplifies things for them, even if the jobs for macOS app icons are not the same as those for iOS app icons. At the same time, I could see Apple allowing the app icons to stick out of the basic squircle shape, like some macOS apps did in between 2020 and 2025; I believe it would even be possible to detect programmatically if the basic squircle shape is still there in the background. This would improve shape coding, and give icon designers some clearly much-desired flexibility. The icons below still register as squircles to me – why not allow this as an option? (For both macOS and iOS.) I wish Apple standardized app icon changing UI on iOS. Right now, each app offers their own interface in a different place – you could see that above – and rarely links to that place from the Springboard’s long-press menu. But imagine if you could nicely change app icons in situ in the same flow when you’re customizing the Springboard itself! (And then, the same for Dock and macOS.) I think it would also be a nice gesture to allow to rename iOS Springboard apps to whatever you want the same way you can rename folders, to give some users an opportunity to disambiguate by that if everything else fails.

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Stratechery 3 weeks ago

An Interview with Figma CEO Dylan Field About Design and AI

Good morning, This week’s Stratechery interview is with Figma co-founder and CEO Dylan Field . Field was a Thiel Fellow who dropped out of Brown in 2012 to start Figma. Figma was born of a technical breakthrough that leveraged WebGL to deliver powerful graphical capabilities in the browser; the browser made Figma collaborative, what I call the operating system of design . Figma has had a fascinating road: the company accepted an acquisition offer from Adobe in 2022, but due to regulatory resistence the latter was forced to abandon the merger in late 2023. Figma instead IPO’d in 2025 , and after skyrocketing to a valuation of $56.3 billion, has since crashed to a market cap of less than $10 billion, less than half of Adobe’s offer, thanks in large part to a market narrative that the company is an AI loser. I talk to Field about all of this, including his background, Figma’s differentiation discovery process, and the nature of creativity versus design. We get into the AI question, which the market views as a headwind, but which Field sees as a tailwind. To that end, the occasion for this interview was Figma’s Config conference and Field’s keynote where he explained how Figma’s Canvas was the natural intersection between design and AI. As a reminder, all Stratechery content, including interviews, is available as a podcast; click the link at the top of this email to add Stratechery to your podcast player. On to the Interview: This interview is lightly edited for clarity. Dylan Field, it feels like this interview has been in the works for years, but welcome to Stratechery. DF: Thank you, appreciate you having me, and big fan. Let’s start with your background. Where did you grow up, how did you become interested in technology? I always love these stories, especially the first time I talk to someone, and I think yours is a particularly interesting one. So give me the story. DF: I grew up in Penngrove, California, which is near Petaluma in Sonoma County — but not Sonoma, it’s critical to make sure people know where Penngrove is. My mom was an elementary school teacher, my dad a respiratory therapist, both not especially tech-savvy, but my mom early on realized that a computer would be useful for me to stop bugging them with questions and bug the computer instead. So I was lucky enough to get a — I think it was a Compaq Presario — when I was like five the family got one, and then I proceeded to really hog it. I’ve pretty much been interested in technology as far back as I can remember, I was very eager and excited to learn how to program, but didn’t necessarily have the ability to get my hands in a compiler for a while. It took until I got through some scholastic program, a BASIC compiler, to actually get properly started. I’ve also always had a, maybe not as much ability as I’d like, but a deep fascination with mathematics and just really everything in the world. And so this is just a fascination with the technology — like, how does this thing actually work, and how can I make it do what I want? DF: It was always more about product and design and about what technology will look like in the future and how to get there, rather than “I can really master the technology and have it under my control”, that was never really my vibe. What were the sorts of things you imagined you wanted to make as a kid, when you have this computer you want to figure out? DF: Walking around as a kid I was probably thinking less about the computer and more about, “Why can’t I teleport?”, or, on the flip side, going to SFO the first time and seeing they had these magical faucets where you put your hand in front and the water comes out and you didn’t have to touch anything — and I was a germaphobic kid — I’m like, “Why can’t the entire bathroom be automated?”, it’s just so obvious. Or, before I even learned how to properly read and write, “Why can’t I talk to the computer?”, stuff like that was more what I was excited by. Are you encouraged or discouraged by the progression of bathroom technology over the years? DF: Encouraged. Toto ‘s wonderful. Yes! It’s funny, because Toto is in the news because they make a certain sort of ceramic that’s used for AI stuff. I’m like, “Look, I’ve known about and been a Toto fan and supporter for many, many years”. DF: (laughing) I didn’t know that. Well, the other critical design invention here, which is very underappreciated, if you’re leaving a bathroom and you can use your foot to pull open the door, that is an underappreciated progression. Oh, there you go, that makes total sense, I can’t say I have that in my bathroom, but I do have a Toto Washlet toilet, they are well worth it — the only problem is you’ll be spoiled for life and won’t be able to live without it. So you end up at Brown — not what you’d think of as a technology school, it’s next door to RISD, which is a design school, so there’s an angle to where you ended up. What was the path to getting there, and the path to leaving as a Thiel Fellow ? DF: During high school I was probably a little overconfident, thought I could do anything and was beyond bright, and the world quickly proved me wrong, “Okay, there are people far smarter than you”. But due to that identity, I thought maybe MIT would be the place I want to go, then I toured MIT and it was a cloudy day, midterms, and I went, “No, this isn’t for me”, and looked at other spots. One person I’d talked with a lot was Danah Boyd — I met her through O’Reilly Media — and she was a really brilliant, thoughtful person, and she said, “You’ve really got to think about Brown”, and I kept randomly meeting Brown grads as I was doing this East Coast college tour, very randomly, and they’d all sit me down for an hour and tell me, “You’ve got to apply to Brown, and if you get in, you’ve got to go”. I ended up applying to Olin and Brown on the East Coast out of ten schools I visited, I was thorough, I didn’t get into Olin, which I thought was my first choice at the time. And then Brown, I was very surprised but thrilled to get in. What did you think you were going to study at that point? DF: Computer science and math, I did formally declare that as my concentration, but I didn’t get as far on the math side as I would have liked — did more CS classes, and also took advantage of Brown’s amazing open curriculum, where you can go very broad, I had some incredible classes in areas that are not technical at all. So where did the Thiel Fellowship come into the story? DF: It was the fall semester of my junior year. I was aware of the Thiel Fellowship — I’d seen it online, thought it was kind of a weird idea, but interesting. I got introduced to it by Elizabeth Stark , who now is, I believe, leading Lightning , she introduced me to one of the Thiel Fellows at the time, Dale. It was this weird one where he was 25 minutes late to a 30-minute meeting at Starbucks — we met for five minutes, but then he just kept texting me, “You’ve got to apply to the Thiel Fellowship”, very similar to the Brown story. I ended up applying after speaking with my now co-founder, Evan Wallace . Evan was the most brilliant person around — a year above me at Brown, my TA for multiple classes, and truly a genius, someone who’s also just fundamentally kind, humble, wonderful. I was like, “Man, I’ve done some internships now, there’s no one better to start a company with”, and if Evan were down for that instead of any number of jobs he can get when he graduates, I’d learn more from it than anything else — I can always go back to Brown, so I should at least explore it, and he surprisingly was down to explore it with me. So I applied to the Thiel Fellowship with a drones idea — which I think now is best being done by BRINC . Evan was just not down for that direction, he was down for WebGL and graphics, and I was psyched by that too, that’s the direction we headed. Tell me about the drones idea and the pivot to the WebGL angle, because it ties into the question I asked at the beginning — what were you pursuing? Was it the technology, or the end state? I think that’s an interesting through-line here. DF: I’ve always been excited about a lot of things — creation, creativity, design, even before I knew what to call design, which was most of my life at that point, I’d only recently learned what the word “design” meant, despite having done a lot of design. For me, I saw the act of starting a company was also about asking the question, “Why now?”, there are so many “Why now?” answers you can give, it can be societal change, cultural, technological, regulatory. But we were technologists at our core, so we made a big long list of all the technologies that were changing at the time and gradually crossed each one off, we came up with two finalists. One was drones, this is the end of 2011, the other one was WebGL. I think we would have totally failed at drones anyway, it’s extremely hard. You look at Zipline , BRINC — these are amazing companies, and you really have to chew glass to get through that, we wanted to do something where we felt we had a technological edge and insight others did not. And what was the technical edge and insight about WebGL? This is obviously the foundation of Figma — you can do incredible graphical things in the browser, which to that point had all been on dedicated desktop applications. What was the insight that made you think this might be possible, even if it was just barely possible? DF: To be clear, right after applying for the Thiel Fellowship with the drones idea, I ended up working at Flipboard as a design intern, using design programs all day long. We had this hammer with WebGL looking for a nail, we didn’t find the, “Let’s go build design environments and help designers”, for a while, it took a little bit. What was exciting was that Evan had done a lot of early work that proved out that WebGL was way more capable than anyone else was thinking at the time. Other folks then were going, “WebGL is this weird toy that Mozilla is making, it’s probably not as important as just using your local, non-browser tech”. Right, if you use an application that can actually leverage regular OpenGL and your GPU, why a browser? DF: Exactly. The only other company that seemed on to it at the time was Onshape , actually. We looked around and went, “These guys get it”, and pretty much no one else did yet, no one took it seriously. So due to Evan’s work, we started to really explore that and go, “How can we take tools that people expect to be desktop-bound and local, bring them to the browser, and do it collaboratively too?”. We were very inspired by Google Wave — rest in peace, it was a really cool product. I grew up in Google Docs, playing MMOs and stuff like that, so I think our frame of reference, even if we couldn’t articulate it then, was just different — obviously the browser enables all of that. You viewed the browser as a first-class operating environment in a way that probably older people did not. DF: Yeah, exactly. In the early days of Figma I’d say, “Just like Google Docs”, and a lot of people were like, “Yeah, well, I use Word — why would I use Google Docs?”, and I was like, “Well, I’ve only used Google Docs my entire life”. And then, “Well, I guess there was that time in middle school…”, and they’re going, “Wait, how young are you?”. Well, let’s talk about what Figma is. I’ve written about Figma in contrast to Sketch , which is more of a single-player experience — this idea that Adobe left this huge window open for actually designing apps. Mobile apps come along in particular, an exploding market, actually placing all the screens, how it all flows together, they didn’t have a product for that. Sketch comes in and fills that gap, but it’s still an application on your computer, and you’re saving files that are v1, v2, v5000. Figma, by virtue of being in the browser, got collaboration for free — it’s a multiplayer experience. When did that possibility become clear? You mention the collaboration aspects, but as I understand it, you were trying to get WebGL to work first, and then realized this is good for collaboration. Is that the right sequence, or did you have the benefit of being in the browser — meaning multiple people could work on something at the same time — all along? DF: I would say from day zero, Evan and I were talking about it, and we were both trying to be very rational. On collaboration, we wanted to talk with users and see, “Do they need it?”, and basically everyone said, “Not only do we not need it, we don’t want it”. Right, there was a lot of asking jockeys if they wanted cars. DF: Well, I think it was more an identity thing of, “I’m a designer”, and there was a lot of agency influence on the design process at that time — this kind of grand reveal where you just work in the corner. Oh yeah, you own it, it’s on your computer, you’re doing it, and then you go into the meeting and show it. DF: No one sees it until it’s perfectly ready, then you show a few results, maybe give them three, the first two are kind of not what you want, but the third, “Oh, the contrast is so great”, and everyone goes with it. So that agency mindset and identity, as well as imposter syndrome, honestly, because design was just emerging from this phase where people saw it as, “Make it pretty”, versus, “Make it work”. This is a key element of how we build product, build software, do media and advertising, and people were just starting to appreciate it with all the Apple ethos of the time and great consumer products coming out. So we had the insight from the start, but it took us a while. Eventually, as we built it out and started fully using Figma to build and design Figma, it was immediately clear there was no way we could launch without collaboration, because it just felt wrong. If you’re in Figma and I share a doc with you, a link, and you’re in it too, and I make a change and your browser force-reloads, and you make a change and my browser force-reloads, it sucks. So it was a, “We have to do this thing”, and it was not trivial at the time — it took quite a long time to build out. Evan was a key part of that, as he was with a lot of our foundational technology, it was a key condition for our launch in 2016. Is it ironic that Apple sort of created the conditions for you in raising the stature of design and that being the controlling factor in development, even as their whole tech approach is counter to you, not really supporting WebGL, being all-in on applications? It’s kind of interesting. DF: I don’t think Apple’s tech approach is counter to us at this point. At this point. But they were all-in on, “You use apps, that’s what they’re for”, this idea that you’re going to collaborate on the web — I’m not saying they hurt you, I’m just saying there’s a reason Figma only worked in Chrome for a long time, for example. DF: Apple reasonably was concerned about battery and device performance, and took a very vertical approach as they do with everything, and also was patient — just like we’re seeing now with them. When it became the right time, they added in collaboration to many other surfaces and figured out how to make it work with the cloud but I think they showed the importance of design to the world in a way that had never been so vocal before, and it raised the level of the conversation. You could argue Microsoft at the same point was also really leaning into design, but they weren’t as vocal — they didn’t have Steve Jobs talking about “Design, design, design”, they had “Developers, developers, developers”, it’s just a different tune. Yeah, that’s interesting. Is there any context, looking back now, where Figma makes sense for one person? Or is it really a product that only makes sense if you view it in this context of collaboration? DF: A ton of people that use Figma use it individually, and I think it’s critical that you build tools that work for someone individually, that they can then graduate into a collaborative stance and use with their team. But you have to get the single-player experience right and then let it evolve to multiplayer. So when you started going to market, what was your selling point? The tool itself, the accessibility, or was collaboration the key from the get-go? DF: When we first did our closed beta, multiplayer collaboration didn’t yet exist in the product. It did have sharing, and that was very powerful — you had this one space to view your designs with your team, and people were doing that in very team-oriented ways. But early on, things like our improvements on vectors, or the simplicity and quality of Figma, were more the differentiators — and then design systems with a unique component approach, and then multiplayer, and then many other things. We also got a lot of minimalists in our early user base — folks who believe in the cloud and believed in minimalism, because we didn’t have all the features. It was interesting just to see that early base of users and how successful they were — two of our earliest customers were Coda and Notion — just kind of wild that those were two of the first customers we had. I don’t even think Shishir [Mehrotra] at Coda knew that at the time — I once brought him in to talk with the team about platform strategy stuff, and I mentioned this offhand as an intro comment, and he’s like, “I was what?”, so it was a fun group to be around. How much do you think Figma has evolved with your customer base, as opposed to Figma actually influencing your customer base and how they evolve? Did your customer base naturally become collaborative and realize they needed Figma, or did Figma introduce them to working in a more collaborative manner that they hadn’t considered because the tools weren’t there? DF: There was definitely a period of adaptation, some people got it right away, for others it was over time. Our first big marketing moment — I remember there was a site, Designer News, sadly I think it’s offline now, and there was a comment on the launch thread, “If this is the future of design, I’m changing careers”, or someone said, “A camel is a horse designed by a committee”. But we went deep on anyone who had really positive or really negative sentiment around Figma — great, let’s learn from all of it and adapt as we need to, while also having our own points of view and pushing for them. Customers have always been inspiring to us, we’ve tried to take feedback from everywhere — support tickets, in-person conversations, formal research, sales, social media — for a while, social media was a great signal, it’s not as good a signal as it once was. Our user forums, everything, and data analytics. As you get there, you form a picture or view of the world, you play anthropologist and understand what people truly need and sometimes the moment just changes. FigJam , for example, was a product we introduced right after the pandemic started, I’d always wanted to make a whiteboarding and diagramming product — I saw that use case in the wild, it was significant, I felt we could make a simpler tool. But rightfully, the team was skeptical, always going, “Is this the right time? We have a lot of other stuff to do to make Figma great”, that debate stopped with the pandemic, when our user base wrote in en masse and said, “Please, please give us this product”. We need a whiteboard, yeah. DF: Yeah. We started seeing that use case everywhere — people treating Figma like a shared space and the shared-space part of Figma is something we’re doubling down on. Was that the real turning point, “This is where work is done”? I’ve called Figma the operating system of design , in that everything sits on top of it and below it, but it’s the common layer, does that resonate? Is that the moment that became much more real? DF: It was happening already in many ways, we were doing it ourselves, seeing it with our customers, but the pandemic is when everyone started telling us, vocally, “Lean into this”. There’s so much more that’s possible now as we bring more mediums to the Canvas , more expression to the Canvas, and let people truly get what’s in their heads onto one shared Canvas — to collaborate, but also riff, see a bird’s-eye view, and directly manipulate. AI is great, prompting is great, you should be able to do it in Figma — and you can now, with our agent , but you can’t filter all of creation through the lens of AI. If you have an idea, or many ideas in your head, you need to get them out directly too and also you have to iterate to get to an exploratory place. Too much emphasis right now is put on “I’m working with the AI, the AI wants to go a certain direction, and I’m going along with it”, it’s almost like, “Is the AI using you, or are you using the AI?” — sometimes it’s unclear. AI is a tool people can direct and work with, it can resolve tedium, but you also have to push, you have to be the out-of-distribution force, because AI is trained on the distribution, and the most interesting, differentiated work will be out of distribution by definition. So I have questions about that, I have questions about AI, and questions about Canvas, which is a big focus of what you’re talking about at Config this week. But I want to do a quick side tour, because I must, another very famous single-player design company, as I mentioned, is Adobe. The Adobe acquisition was announced in September 2022. I’d written — we don’t have to spend too much time on this, obviously it didn’t happen, so in some respects it’s not that important — but by that point— DF: Yeah, but it felt like it didn’t happen for a long time, those 16 months felt like an eternity. That’s right, which I do want to ask you about, get your point of view on. But one thing I’m curious about, I actually remember where I was when this happened, I’d written several times at that point about generative AI, particularly images , the AI question loomed very large to me when that news came out. But that was still a few months before ChatGPT had launched, so this was more burbling under the surface. To what extent was AI part of the Adobe conversation? There’s a very plausible story that it wasn’t part of the conversation at all — you were the operating system for design, the operating system can disintermediate all the products that sit on top of it, which from Adobe’s perspective was a strategic problem. They had a huge hole in this space, Sketch had already taken that whole space on the single-player level, so I thought it was an obvious acquisition for Adobe, aside from all the AI stuff, just looking backwards. Which interpretation is correct? DF: Probably both. I think Adobe was super excited about AI and understood its potential and importance, we had plenty of conversation about that, but it was not, I think, the impetus or driving factor for me though in making the call of, “Do we sell or not?”. I had no idea, would AI would 1/10th, or 10x, or 100x our business? I was in my head trying to play it all out, and as we’ve seen, it’s hard to play these things out. You kind of know what’s coming, but knowing when it’s coming, and the second-, third-, and fourth-order effects — that’s hard. And this is pre-ChatGPT, so imagine trying to play out the next five, six, seven years from that point, that made me much more receptive to a conversation. That makes total sense. For Adobe, I don’t think it was the controlling factor — again, you just made tons of strategic sense for them. But for you, it’s like, “$20 billion is very certain and everything else is very uncertain”, that makes a lot of sense. DF: Another contributing factor was that I was excited about the opportunity to think about Adobe’s Creative Suite from first principles, and go back to the user’s problems. Yeah — it’s missing the layer that Figma provides, the thing that actually ties it all together. DF: There’s so much expectation from users of any software that’s been around a long time. There’s a need that reinforces itself to “Add, add, add”, versus thinking, “Okay, we’ve learned a lot — how do we reinvent from the start and think about things in a new paradigm?”. Looking back now, AI is clearly going to be — and already is — a tailwind for our business, it’s TAM-expansive in huge ways I probably never anticipated at the time, it’s also interesting from the Adobe frame, because I’d challenge the way you framed it earlier. DF: Adobe acquired Macromedia , and through that got Fireworks — and Fireworks was really the predecessor to Figma and Sketch, but not a focus for Adobe. They had different Labs projects, but this was not their core, their core was creativity — for Figma, our core has always been design, those were different when the Adobe conversations were happening. Explain that, because I think I see what you’re saying, but people would usually conflate them — creativity and design. DF: The even bigger question, for the philosophers and art-theory folks, is, “What’s design?”, “What’s art?”, how do you differentiate design versus art? It’s muddy, but design has an aspect of problem-solving, it also has creativity. Art, I think, is a lot of things — you can get endless definitions of design and art — but I think of it as trying to take an emotion, idea, or concept and communicate it to someone in a way that really affects them. That’s not best framed as problem-solving, whereas design is. How about this definition: art is an expression that it’s meant to be consumed by the end user, and design is meant to serve the end user. DF: Well, I don’t even know if you should define art as being for an end user. Yeah, good point. DF: For me, one of the definitions I lean on is that design is where problem-solving meets creativity. Figma has always had people using the platform for creative use cases. But now you fast-forward to 2026, and design, creativity, media, in some ways art and in some ways not, and advertising — it’s all kind of merging together, it’s all one thing in a way I wouldn’t even have said in 2025. If you believe we’re in an attention economy — you experience this every day — and you believe you have to have a differentiated voice and really have a point of view in your work to stand out, and you think the way people judge software is the design, that’s the differentiator, but you also have to grab someone’s attention, design and brand are so connected. It’s all really coming together in such an interesting way, because of these second-order effects of more creation happening in the first place. A phrase you’ve mentioned, you said it earlier in this conversation, you’ve said it plenty of times elsewhere, is that AI draws from the middle of the distribution, and to be differentiated you need to be at the tails. That makes sense, but it’s funny because it conflicts with — go back to that user comment that’s deleted from the Internet, “Collaboration is the death of design”, do you see any tensions there? You talk about Adobe, creativity, tied to single-player, the genius of one person, versus, “We’re a group of people collaborating to get a design out the door”. How does that not end up in the middle of the distribution too? DF: It’s more of a mindset thing for any design team are they trying to do the safe thing, are they tryigng to go for the least common denominator where everyone agrees it’s a good idea? Or are they trying to be daring and bold and take risk? What we’re going to see over the coming years is the market rewarding the risk-takers. And I wouldn’t say it’s enough to be at the tail of the distribution — I think you have to be out of distribution. Is that possible? Aren’t you on the very edges of the tail? Fair enough. DF: I think every email I get from your mailing list is out of distribution. Well, thank you. I appreciate it. DF: If you can get one of the AI systems to replicate your judgment and framework-building, I would love to see it. I would both love to see it and hate to see it, so I guess it cuts both ways. DF: Sure, I might love to see it in terms of wanting to know how you did it. Well, it’s interesting for you, obviously. You mentioned a few minutes ago that AI is a tailwind for your business, I think it’s safe to say the stock market by and large does not agree with that, yet you’re there producing incredible results — you had a great quarter last quarter , your biggest beat yet. Do you feel you’re in the middle of trying to prove a negative here? What are the drivers of your business? Do you have some sympathy for the people in the market who are skeptical of you, or do they just not get it? DF: Markets typically have a narrative they’re attached to, and the narrative can shift — and maybe it’s still not the nuanced narrative that matters, but this happens all the time. Markets are so impressive as a force, and I just don’t think it’s worthwhile to try to argue with a market narrative. Are they normal distributions, and you’re trying to operate outside the distribution? DF: (laughing) I like that frame. I just think that you show up, you do great work, you focus on the inputs, you educate to make sure people understand, and eventually that’s either appreciated or not, depending on how the narrative is going. Right now the narrative is one of AI winners and AI losers, I don’t even think that’s nuanced enough, if I think more globally about software, there are many software companies and strategies that will work that are not necessarily companies and strategies that people would necessarily call AI winners today. I think about network effects. Are you a network effects business? DF: Collaboration definitely has properties similar to network effects, so in some ways, yes. And if you look at network effects not just in the social sense between people but also for marketplace liquidity — that is absolutely a network effect in itself, just to have liquidity in a marketplace, I would say that’s an AI winner. If you look at the long tail of customers that are non-technical — I invest in companies occasionally, and one of them is Ambrook , an accounting-for-farmers company. I don’t think a lot of people in ag [agriculture] will be vibe-coding their taxes, they’ll care very much to have a human in the loop, for the certainty that this part of their business is going well and they don’t have to worry about it. I really believe Ambrook can provide a phenomenal solution there. I also think liquidity of data matters — you need equity of data to create context, and context creates capability, if that’s self-reinforcing, you can get to a place where you have a virtuous flywheel that really helps in the age of AI. Explain this in the context of Figma specifically, why does this provide a tailwind for you? DF: I won’t go too deep, since it’s strategy, but the more activity people do in Figma, the more we can, with their permission, understand their needs and serve them better with capabilities. If we do that right, that’s a way to continually improve the experience for the customer and make it so they can do even better work, faster, in Figma. How are you thinking about the models that undergird your various AI offerings? DF: You always want to be in a place where models are swappable. We’re in an explosive, wild period of models constantly shipping, I went to bed last night and saw Sakana’s new release — I haven’t played with it yet, recording on Monday June 22nd just for reference. I didn’t expect that, coming out with their ultra model and their approach and just seeing the progress these labs are making, sometimes in a discontinuous way, is incredible. Right now we use a range of models and do some stuff first-party— And these would be based on open-weights models? DF: Some on open weights, some on very small things we’ve worked on. Overall, I think that there’s a big story around local inference that will happen in the future, as well as open weights and different models are good at different things, it’s incredible. Is it fair to step back and say — from your perspective, which echoes a Microsoft perspective , or lots of other companies in a similar position — yes, models have to be swappable, customers don’t want to be locked in, but there’s also a self-interest position, you need to keep this data to understand customers better, and you need to not be giving that data to the models, who at the frontier need to not be swappable. Do you feel they have no choice but to come up into your space? Is there a perspective where Claude Design comes out and it’s like, “Yeah, of course that’s coming, because they have to own the consumer”? DF: I think if you look at Anthropic right now — it echoes what we’ve seen from OpenAI over the past year, where there was a period when OpenAI was just building and releasing stuff in every area. And they, to their credit, have pivoted hard, made some hard calls, pulling back on Sora . That’s not an easy call after you do deals with major media players and have a huge launch and people are really enjoying the product, Sora was really cool, but going all in on code seems to be the right move for them right now, and it’s very respectable that they’re doing it. Anthropic’s going through a similar pattern, we’ll see what lasts and what ends up persisting. That’s an interesting way to think about it. Did you feel pretty betrayed about the design thing — particularly when one of their executives was on your board ? DF: It’s complicated. Let’s put it that way. Fair enough. I think it’s one of those things you could definitely see it coming. Tell me about Config. One of the products you’re going to announce is Code on the Canvas , tell me about that, and how it fits into the overall way you’re thinking about AI. DF: Maybe to frame it up to start and dispel some of the stuff out there in terms of the way people talk about this — people on social media love to frame the “versus”, they’re always talking about code versus design, like they’re two different things. To me, the work is not just vectors — it’s vectors, images, prototyping code, because you don’t always want to work in production, and production code, and production code needs to be across all your surfaces, web, desktop, all your mobile devices, new screen types, etc. All of that is relevant to your process, and all that process is design. So it’s super important to see it all as an “and” rather than a “versus”, I just want to make that clear because otherwise nothing else will make sense to folks. If you think about it as an “and” and go all the way into what that means, then basically what you end up with is, “How do you bring these different mediums, these different materials, together in one place where it’s easy to go back and forth and get the benefits of each?”. For design representations like vectors and images, I think there are many ways those are very helpful — especially vector-based formats, for direct manipulation and precise control, in ways that code, which is structured, is not as easy to manipulate and mold. But code is also incredible, it’s got expressivity, full fidelity, it acts the way it will in production — hopefully, a prototype might differ from production — and you can have state and logic but you’ve really got to bring these things together. So what we’re doing, based on the work we’ve done on Make , either from Make or by creating on the canvas yourself with code — essentially a code layer. You can have Code on the Canvas that pulls in from design if you want, and go right back to design — make changes and reconcile them back to code. We’re trying to make that all work seamlessly together, so you have a breadth of exploration while also having the collaborative aspects of the canvas and that bird’s-eye view. Is one way to think about this that the question is that you can you eat development before development tools eat you? DF: I think less that way, because my conceptualization of the moment we’re in is one that people are so eager to try so many different tools and materials — in some cases we’re going to be the best place to use those materials, in Figma, in other cases you’ll want to go elsewhere — and you might even want to come back to Figma afterward. I’ve been thinking about this, the vibe-coding stuff is amazing, particularly in its ability to build scaffolding and get the functionality of an app and the user experience these tools build is hilariously horrible — it’s so bad, you really have to put much more of a heavy hand on it. When you talk about a phrase you’ve been saying regularly — that when execution is cheap, design and creativity are the edge, that’s very resonant to me in that actually conveying properly to the AI what you want is still a difficult challenge without it over-interpreting and over-assuming and spitting out a UI that makes no sense, and the design’s not just wrong at a pixel level, it’s wrong at a conceptual level. I guess the question I have, and what I think you’re getting at with Code in the Canvas, correct me if I’m wrong — is that you guys owned the handoff between designers and developers where Figma was the common level where you could communicate back and forth, what’s happening, how it’s working. To some extent, if the developers are doomed, God bless them, designers rule the world — but did you accidentally erase your whole point of differentiation, which is owning that handoff between those two pieces? I don’t know if that makes sense, but it’s an angle I’ve been thinking about here. DF: I don’t think developers are doomed, and I do think designers will rule the world. (laughing) Both can be true! DF: But I need to go all the way back for a second, when we started Figma, the first five years or so in market, a big part of our story, but also the ecosystem around us, was prototyping. And prototyping was not always with code, some companies tried that approach, but it didn’t really work at the time, because despite all the debate of, “Should designers code?” — debates that happen every year or two on Design Twitter, we would constantly see that designers did not all want to learn or take the time to code. Now we’re in a world where it’s easier for designers to put their ideas into code. If you look at the prototyping aspect alone, in the Canvas, whether you’re working with production materials or prototyping, you need to be able to riff and explore and try things, and design representations are just one part of that, so is code. We’re also doing more launches at Config that add to that story. Motion, for example . Yep, huge focus on this. You bought Weavy now you’re calling it Weave . DF: Weavy, and now Weave, yeah. I love talking about Weave , it’s so cool. But Motion is actually coming from a hybrid of Figmates and a team we acquired called Modyfi . It’s something folks have always wanted — a timeline they can use in the Canvas and of course the challenge is how to do that in a way that doesn’t get in your way if you’re not trying to do Motion work. I think we’ve done a great job balancing those tradeoffs while providing a really powerful motion tool that’s much more intuitive than other approaches of the past and it’ll allow people go far more into expression, because it’s very hard to prompt and say, “I want the curve of the animation to be exactly like this”, the work we’re seeing folks do, even internally, with this motion tool is so incredible — I’m just totally wowed. We’re also going hard on shaders , going all the way back to the WebGL conversation. It’s ironic, we were built with shaders all this time, but we didn’t give people using Figma the power to express in shaders. Now you can add shader fills and effects, and that unlocks a parametric option space to really explore this whole universe of effects, images, fills, and properties — and that’s even before interactive shaders, which add a whole new dimension, that’ll come soon. We’re excited to bring all these materials to the Canvas so people can fully express and explore. And yes, if we do it right, it’ll be something they can then push to production — whether that’s pulling from Figma via an MCP , or more in the future, connecting to your codebase. We’re doing that with Make local right now, but we have much more to prove out there. I’m curious about that, because how do you think about customer acquisition? Back in the day you’d imagine starting, “Oh, Figma, this tool I’ve heard about, I’m going to make a design, and now I’m going to find a developer to code it”, now people can just get started with a ChatGPT or a Claude, and then it’s like, “Oh, this is really hard to design UI elements”, how do I back into something? How do you make sure you’re there if people are starting with coding in a way they maybe didn’t previously? DF: I see people starting everywhere — that includes Figma, but also all sorts of other tools and places, and I see them ending everywhere. I see them ending in Figma to do the final iteration, ending in LLMs or other services. What I think is essential for us right now is providing enough value always that the path to a great product is through Figma. Yes, optimally you can do that entire path through Figma as well, that’s a standard we should hold ourselves to. But we’ll continue to see people use a range of tools for a while, because these models are so underexplored. If we were to pause all development on models, a total moratorium, I think you’ve got like five years of catch-up on the application layer before the capabilities are understood and expressed through software. Every time I use these models, I find new capabilities. Even there, though, is still the key for Figma is that it’s still the place people can work together? And that’s something AI hasn’t really solved , it’s kind of a one-on-one experience, but you need to figure out how groups can get jobs done. DF: One area is groups working together to converge, I think groups coming together to diverge is also really important. Teams being able to work in all sorts of ways in the future is critical and also what are the things you’re always going to want as a team that are fixed, and what are your degrees of freedom? There’s so much we can lean into on collaboration in ways we’ve never been able to before, and make that single-player experience even better — because if we land all that together, you’ve got the collaborative layer, but also Figma is the place where you can just make anything you want. That sort of leads to my question, which is, is the real Figma danger not that AI becomes multiplayer, but that individuals with AI disrupt multiplayer companies? And that’s why you still have to be relevant to the individual as well. DF: I think it’s kind of a dark future if that happens, it’s one where folks are probably feeling pretty lonely — it’s also one where the tunnel vision you have when you’re building with AI is really becoming a problem for teams, I’m hearing this from design leaders everywhere. There are different phases of AI adoption at these companies, the first phase is often, “We’ve got to use AI, let’s figure that out”, the second is like token-maxxing leaderboards — some extreme behaviors. The third, after they get people to adopt, is often “Okay, here’s your token budget”. In that second phase especially, where people go really wild with AI, it’s hard to get them to change their behavior after. A lot of people have this total tunnel vision of, “I’m building this one thing”, and they get really attached to it. That’s the opposite of the breadth of what a great design process offers. If you’re going through the design process, it’s not that you should slow down necessarily, but you should go broader, and you should think. It’s essential that you actually think — not just wear a thinking cap, you need to be able work through yourself and have a mental model not only of the user and the experience you’re creating, but also cultural impacts, the broader system you exist in, what the user is expecting, all sorts of things. Going fast in the wrong direction is not progress, it’s a dead end, and it’s even worse if you’re collaborating, trying to bring five designers together and each one is viscerally attached to their one direction — now you’ve got design gridlock and you’re talking past each other. So it’s imperative that we move away from this tunnel vision and toward the openness the Canvas represents. Maybe there are other ways too, but we’ve got to get away from tunnel vision. On a personal level, how much do you feel constrained by the path dependency of having already built Figma? If you started out tinkering with tech as a kid, or even with the WebGL stuff, you ended up with a company. Do you ever have a part of you that’s like, “I’d just like to tinker with this tech again and not worry about whether it’s an existential crisis for this huge company I built”? DF: I’m constantly tinkering. It’s my antidote to the non-verifiability of design — because there are verifiable domains and non-verifiable domains. Design is taste, culture, aesthetic, it’s constantly shifting, user experience is something designers can argue about in design crit for as many hours as you give them. Unverifiability is the moat — that’s a good metric. The more something’s been argued about on the Internet, the longer a future it probably has. DF: (laughing) The more you’re oriented toward questions than answers, I think it’s a good sign — it’s going to be harder for models to achieve it in a way that’s high-craft. And as a builder of Figma, that’s where the complexity and the interesting parts lie. The word of the year — not just this year, but 2025 as well — is evals, evals, evals. But how do you write the right evals for non-verifiability? Aren’t evals, in some respects, counter to taste? DF: Depends on how you do them, and who’s writing them, there are ways. It’s hard for LLMs to do well on aesthetics and user experience, like you said, and being surrounded by non-verifiability — when I go home and I’m finally unwinding at 11 o’clock, about to go to sleep, I’m not reaching for Netflix, I’m reaching for some model, and I’m exploring verifiable tasks, actually. Because I want to push the models on the unverifiable side we talked about all day long, but what can we do where it’s really verifiable and they have spiking capabilities? Like vibe-mathing, for example, which oddly creates empathy for our vibe-coders. Because I vibe-math, and as someone who never went as far as I wanted to in pure math and wasn’t as good as others, I don’t know all the concepts the LLMs might be spitting out at me, so I have to learn as fast as I can — which is not fast enough, because the LLM is going through all sorts of stuff. It’s a great tool for learning, and super fun for discovery. And looking at the internals of models, how they work, understanding what you can and can’t determine, is also extremely interesting. It’s all applicable in weird ways to Figma — you never know how. Even early stuff I did around understanding how to get models to have a broader range of outputs, and prompting strategies, I don’t think there’s one definition of the word “jailbreak”, but the things that got the models to open up more, exploring that direction, has really led me to understand models better, which benefits Figma in weird ways. It’s super interesting. We didn’t get too much into the aftermath of Adobe, or the IPO, that sort of thing — but you talk about unverifiability and uncertainty, and that’s been the Figma story often, through things outside your control. It’s been interesting to observe, it really is quite an adventure of a company in many respects, really a unicorn. DF: It’s been a blast, continues to be, and with the world shifting quickly, you can see it as chaos, or as opportunity — or both. Are you glad you’re independent, or do you kind of wish… DF: Oh, at this moment I’m very glad to be independent, we need to operate at such a speed and be able to pivot so quickly to make sure we update our priors. Like the opposite of how you started, right? You started out with a two-year slog to even get this working. DF: Totally. It’s so important now to constantly adjust as an org and make sure our processes support that, there are tons of things to do to improve there. But when people come to Config — which will be, as of the time this is released, I think happened yesterday, time’s weird on podcasts — I’m so excited. It’s going to be 10,000 designers in one place, and I get to spend time with the community and show them the stuff we’ve been working on. I think they’re going to love it and there’s tons more we’re working on, so stay tuned. Very good. Dylan Field, nice to talk to you. DF: Thank you for having me. This Daily Update Interview is also available as a podcast. To receive it in your podcast player, visit Stratechery . The Daily Update is intended for a single recipient, but occasional forwarding is totally fine! If you would like to order multiple subscriptions for your team with a group discount (minimum 5), please contact me directly. Thanks for being a supporter, and have a great day!

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Brain Baking 3 weeks ago

Create Your Own Stamps

The button press kit wasn’t the only recently acquired crafting toolkit in our house, but it was the biggest one—except for the Stuffaloon thing to create your own balloons (yeah, I know…). I just don’t know how my wife finds these things. The problem is that I tend to steal her tools to use for my own journaling purposes. “You always make fun of my crafting stuff but end up using them yourself!” That reproach is only partially correct, but I digress. Here’s a humble but punchy (ha!) punch machine that allows you to create your own stamps. But to what purpose, I hear you think? Ah, but to what purpose have we been born into this increasingly dangerous world, I hear myself think? Wait, we’re digressing again. Punch thing. Right. We have many of these little tools that look like small versions of classic perforatoring contraptions, only this time they don’t eat up two small round pieces at a paper edge of choice: they punch out a custom form, such as a dog, a cactus, or in this case, a rectangular stamp—sawtoothed edges included. The stamping machine in full effect with an assorted collection of newly minted tiny cardboards. The trick to a “good punch” lies in the careful consideration of the viewport: which side of what thing are you trying to stampify ? What angle of which picture do I want to cut out? I’m making up a lot of English words as I go here which is good as it should intensify the homegrown craftiness of this post. I find rummaging through discarded (cardboard) paper especially rewarding with this stamp punch in hand. It turns wrapping film into a tiny piece of art that I can arrange and stick onto a journal page, instantly upping the enjoyment factor of said page. I tried to capture what I’m trying to get across with these weird words here in a photo. Doesn’t the view of all these little homemade stamps make you happy? Some of them are portions of blown up pasta. Some of them are weird angles of flowers or parts of fruit. Others contain a logo of an Italian milling company. Oh, and a yellow Loco Roco harvested from a Retro Magazine that now is permanently crippled. But that’s alright: it was only the PSP page. In case anyone wonders, Hoogstraten is our local strawberry wholesaler. That laughing kid is playing with rubber ducks my son likes to chew on in bath. The red TONY ones come from a bar of Tony Chocoloney , but the two pieces of blown up dark chocolate I cut out together with the logo (not pictured) are from the best Belgian chocolate brand Jacques . And then there are cut-outs from a local bakery logo, a cereal brand, cookies, asparagus, a tea bag, and other stuff I can’t remember. A lot of fun, right? That fun does end somewhere though: the puncher is only satisfied with thick enough paper, edging to true cardboard. Cheap newspaper from local advertisements won’t make the cut—literally. I found cardboard boxes/wrappings from supermarket purchases work best. I have no idea what to do with all these small pieces of paper but my daughter loves showing them off (and destroying them). Most of these will end up in my journal just to spice up the odd boring page or two. Perhaps I should try to send a few letters with them as well and see what happens. Not every part of everything we do should have a purpose and be measurable. Sometimes it’s also fun to just goof around and try to do things without having a specific goal in mind. And in an hour or two, that means you’re bored and willing to move on, that’s fine as well. I have a colleague who’s impressed by the amount of journals I’ve filled, proclaiming “wow that must have been a lot of work!” Sure, but the emphasis on “work” and the time-based aspect doesn’t apply here. It also heals my soul. It also provides raw material for me to publish. And sometimes, more often than not, it yields nothing at all. Maybe we should store everything into a box and in a few months sort our collection by colour and try to lay them out in a particular pattern to create an interesting cut-out poster effect. I just made that up, but the more I think about it, the cooler this idea sounds. Into a box they go! Related topics: / crafting / By Wouter Groeneveld on 25 June 2026.  Reply via email .

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Unsung 3 weeks ago

“It’s like a Freudian slip simulator.”

For a while, the digital artist James Dalzell Hodge kept a video diary of various design decisions while making his next game. This 13-minute video is interesting because it harks back to my mention of diegetic interfaces just a few days ago: = 2x) and (width >= 700px)" srcset="https://unsung.aresluna.org/_media/its-like-a-freudian-slip-simulator/yt1-play.2096w.avif" type="image/avif"> = 3x) or (width >= 700px)" srcset="https://unsung.aresluna.org/_media/its-like-a-freudian-slip-simulator/yt1-play.1600w.avif" type="image/avif"> It’s a nice quick dive into the subject – a rare coverage of what “diegetic” means outside of the realm of movies. I like these videos because Hodge focuses on details and shows working through things, including approaches rejected along the way. Inside, there are even occasional peeks at interfaces from Unreal Engine tools and Blender, not to mention examples from other games. #art #games #interface design #typography #youtube

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